meems wrote:are u one of the devs? U can't be. Not with that view of the game. It would never have got to this level of complexity. It would be like 100 other generic simplified management games.
I'm one of the voluntary moderators as you can see and my "special interest" is the suggestion board. And as that I try to sort, categorize and score most of the ideas, that are coming in. This is REALLY COMPLEX stuff and I really still like it.
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One of my jobs as moderator in this case is (in my eyes) to avoid useless discussion. Useless discussion is for example if we have opposite opinions and none can prove his opinion right. Or like here: A suggestion, where all aspects have already have been discussed and it begins to swift into a meta-discussion cause of missing REALITY input.
So in this case. I think this explains most of the distractions you have: I don't want to loose too much time with this kind of "standard" suggestions. It's really not easy to grab through the 100+ suggestions per month and see/find out, that 70% is already suggested in one or other form. It takes a lot of time to be honest and so it should not wonder, that I try to make things short. This is not the problem, but it explains the problem I have with that; It's a trap I'm always in danger to fall into: Is this already suggested or brings it in a new aspect? And not "Do others like my opinion?".
So also here: Waste production idea is OLD. It has been discussed many times in different aspects. I have had tons of ideas myself brought into. So I have a lot of knowledge plus I'm a bit personally involved. The problem: Human brain is thought to categorize information fast and it can happen (and it happenend me here some times), that I misread stuff, cause I was tired or it was just misinterpreted. That's unavoidable.
So to be fair and avoid such misinterpretation I reread the whole thread (and some of the old stuff) now before I answered, to bring back all in my short-time-memory, which is known to be much more exact in such cases.
To my mind you are diametrically opposed to what makes this game great fun and unique - solving logistics. More logistics => more fun. The game is arguably in a sandbox version of itself, with nearly all buildings having only one output. The exception being oil refineries. I liked the oil part of the game, not least because of multiple outputs.
The assemblies are already able to output more than one item.
But it's only used in mods. Guess why.
Did you notice you avoided my question?
Where are the threads with a lot of community complaining " the game is too complex! I can't enjoy it! Make it simpler !"
The answer is inconvenient to your view.
You can search them yourself. I help you:
search.php?st=0&sk=t&sd=d&sr=posts&keyw ... complex%22
Players have come here for the unique factory logistics.
Yes, but others come for the puzzling part of the game and other for multiplayer and others for the combat. It's just your point of view. As moderator I have to look for the whole.
Any 'new gamplay' is in danger of diluting the logistics part of the game even further.
That is why it's much better to have a mod, that proves me wrong. Modding is the way to change basic game-concepts. See
viewtopic.php?f=6&t=30240 I want to make suggestions, but I got links to mods!!
Do you speak for the devs? Are they are set on keeping the logistics are simple as possible?
I do
not speak for the devs, I do speak for the
game. That's my highest priority. Cause a good game gets big sales, so the devs earn money and will improve the game and increases my fun. If Factorio would not be such a good game I would not make this moderator job. And no, it's not because of me doing such a good job
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, it's cause the devs do this fantastic work.
And I try to speak for the community. This is much more difficult, cause never impartial. For example: How many users will come and blaim here for the game being too complex and will suggest a simpler gameplay cause of that? Not so much. Cause such persons tend to think, it's their problem, that they do not check, how it works. We will never see suggestions or even posts from gamers, that give up Factorio. We (the community) can always only estimate that.
So it is really no wonder, that there are more gamers, that suggest more complexity than less. But the real art is to make a game less complex.
I don't agree with your view of gamplay vs complexity.
Well, your opinion. You may explain me a better view, if you have one.
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I need just an objective score of how useful an idea is for the game and till now "added gameplay vs. added complexity" was always an good enough measure. But to put it right: This is just something I use to avoid useless discussions. This is not so, that it hinders any developer to implement it either and that happened also some times. But in general me and the devs have the same interest: Pushing the game!
And anyway, the concept we are asking for is simple.
Exactly: It can be modded. I think a basic waste system can be implemented within some hours.
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oh, and there are already some mods:
https://mods.factorio.com/?page=1&q=waste
buildings should commonly have more than one output product.
Again: This is possible since version 0.9 or so... Good question: Why didn't the devs use this for the vanilla game?
The only logical answer is: There are reasons why waste and similar ideas (like "boxing"
viewtopic.php?f=80&t=19343 - which btw. falls into the same category of "will not be implemented cause too complex") are not in the game yet! And I have already pointed to some of the reasons. In most cases there are more; maybe they have playtested that already and didn't found that useful.
In any case you can be sure:
If waste-management would be a good gameplay it had already been implemented for a year or longer.
And why is boxing and waste in the list of frequently suggested stuff: there are some elements still missing to make a really good mod out of it. For the boxing for example the ability to count the production correctly. For the waste for example the ability to have more than a pollution cloud. See
viewtopic.php?f=80&t=3440 What do biters do in their spare time? (Pheromone pathfind).
I think
enabling modding is in any case much more useful, than stupid implementation. And I'm always for this way, cause it enables a slow but steady progression into something, which we are all (or most of us) can agree with.
Is that an evil you are trying to avoid? It is not fundamentally complex, but the gameplay that results should create the logistics nightmare that players desire and perceive when he sees the factorio adverts. Factorio already successfully has it working, but just on one building : the oil refinery.
Yeah and you will find dozens of questions in the support-board, about how the refinery works, if you search for it. It's just well researched fact in game-industry, that the hurdle of complexity must not be too low or too high to make a good game.
If factorio didn't have complex logistic problems, no-one would be here. Give us more of the same, it should be obvious, and the one word concept of 'waste' is a good way to do it. No one cares about 'different gameplay'. We can play millions of other games for that.
Sorry, even after re-reading all of this thread and some of the old ideas I can only point to modding this.
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And then we will see. In some cases a modder finds a new kind of game-play while implementing stuff and then it's again a good subject here.
And I don't see that as an disadvantage of this. This suggestion is not "bad" in any way, just when I say "no, not into vanilla". Indeed it's well thought and it brings in some aspects, that are not discussed before.